const UI_TEXT_VERTEX_SHADER=`
    varying vec2 vUv;
    #include <clipping_planes_pars_vertex>
    void main() {
        vUv = uv;
        vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
        gl_Position = projectionMatrix * mvPosition;
        gl_Position.z -= 0.00001;
        #include <clipping_planes_vertex>
    }
`;

export default UI_TEXT_VERTEX_SHADER;